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Returning 35 results for 'breath been diffusing content radiate'.
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Feats
Xanathar's Guide to Everything
When angered, you can radiate menace. You gain the following benefits:
Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Instead of exhaling destructive energy
, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"force"} force damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of
":"5d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save
Monsters
Fizban's Treasury of Dragons
"} to hit, reach 5 ft., one target. Hit: 9 (1d8+5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot
Monsters
Fizban's Treasury of Dragons
":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon
creature takes 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
Monsters
Fizban's Treasury of Dragons
":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon
creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dragon Fear Prerequisite: Dragonborn When angered, you can radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Instead
of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dragon Fear Prerequisite: Dragonborn When angered, you can radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Instead
of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dragon Fear Prerequisite: Dragonborn When angered, you can radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Instead
of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
horned devil named Bitter Breath, a human necromancer named Feonor, and a chain devil named Princeps Kovik. These warlords are as cruel and merciless as the hell they inhabit. All share a “survival of
inevitably rises to take its place. Bitter Breath, Feonor, and Princeps Kovik are merely the latest in a long series of warlords to plague the Avernian expanse. If Zariel wasn’t so busy fighting the Blood War
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
horned devil named Bitter Breath, a human necromancer named Feonor, and a chain devil named Princeps Kovik. These warlords are as cruel and merciless as the hell they inhabit. All share a “survival of
inevitably rises to take its place. Bitter Breath, Feonor, and Princeps Kovik are merely the latest in a long series of warlords to plague the Avernian expanse. If Zariel wasn’t so busy fighting the Blood War
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
horned devil named Bitter Breath, a human necromancer named Feonor, and a chain devil named Princeps Kovik. These warlords are as cruel and merciless as the hell they inhabit. All share a “survival of
inevitably rises to take its place. Bitter Breath, Feonor, and Princeps Kovik are merely the latest in a long series of warlords to plague the Avernian expanse. If Zariel wasn’t so busy fighting the Blood War
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. Creatures are affected even if they hold their breath or don’t need to breathe. Map 3.2: Nine Shrines of Omu View Player Version
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. Creatures are affected even if they hold their breath or don’t need to breathe. Map 3.2: Nine Shrines of Omu View Player Version
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. Creatures are affected even if they hold their breath or don’t need to breathe. Map 3.2: Nine Shrines of Omu View Player Version
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their airship’s harpoon guns, content to attack at range and entice the characters to make counterattacks against the enemy ship. The hippogriff, the smoke mephits, and half the goblins and hobgoblins
components. One mephit flies away with each component claimed, attempting to blind characters trying to follow it with its Cinder Breath. The hobgoblins and goblins protect the mephits, even as they obey
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their airship’s harpoon guns, content to attack at range and entice the characters to make counterattacks against the enemy ship. The hippogriff, the smoke mephits, and half the goblins and hobgoblins
components. One mephit flies away with each component claimed, attempting to blind characters trying to follow it with its Cinder Breath. The hobgoblins and goblins protect the mephits, even as they obey
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their airship’s harpoon guns, content to attack at range and entice the characters to make counterattacks against the enemy ship. The hippogriff, the smoke mephits, and half the goblins and hobgoblins
components. One mephit flies away with each component claimed, attempting to blind characters trying to follow it with its Cinder Breath. The hobgoblins and goblins protect the mephits, even as they obey
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
, it must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Holding one’s breath doesn’t negate the effects. Hidden
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
chooses to berth the vessel at dock 3. If the characters are traveling aboard the Last Breath and Gargenhale is in command, he chooses to berth the vessel at dock 7. Krux, Gargenhale, Topolah, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
, it must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Holding one’s breath doesn’t negate the effects. Hidden
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
, it must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Holding one’s breath doesn’t negate the effects. Hidden
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
chooses to berth the vessel at dock 3. If the characters are traveling aboard the Last Breath and Gargenhale is in command, he chooses to berth the vessel at dock 7. Krux, Gargenhale, Topolah, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
chooses to berth the vessel at dock 3. If the characters are traveling aboard the Last Breath and Gargenhale is in command, he chooses to berth the vessel at dock 7. Krux, Gargenhale, Topolah, and
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Bleak Cabal void soother (see Morte’s Planar Parade), offers to heal the characters, asking only that they pay the deed forward. 5 Two out-of-breath githzerai ratcatchers (guards) in pink skullcaps
over its chalk-white balconies, which radiate from its central tower. The Gatehouse specializes in treating planar afflictions. Inside, Bleakers tend to those harmed by the planes and by the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Bleak Cabal void soother (see Morte’s Planar Parade), offers to heal the characters, asking only that they pay the deed forward. 5 Two out-of-breath githzerai ratcatchers (guards) in pink skullcaps
over its chalk-white balconies, which radiate from its central tower. The Gatehouse specializes in treating planar afflictions. Inside, Bleakers tend to those harmed by the planes and by the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Bleak Cabal void soother (see Morte’s Planar Parade), offers to heal the characters, asking only that they pay the deed forward. 5 Two out-of-breath githzerai ratcatchers (guards) in pink skullcaps
over its chalk-white balconies, which radiate from its central tower. The Gatehouse specializes in treating planar afflictions. Inside, Bleakers tend to those harmed by the planes and by the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Orb, Command, Dragon’s Breath
5 Fear, Fly
7 Arcane Eye, Charm Monster
9 Legend Lore, Summon Dragon
Level 6: Elemental Affinity Your draconic magic has an affinity with a damage
–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Orb, Command, Dragon’s Breath
5 Fear, Fly
7 Arcane Eye, Charm Monster
9 Legend Lore, Summon Dragon
Level 6: Elemental Affinity Your draconic magic has an affinity with a damage
–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in






